Sunken City v2.4.8f

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INFORMATION

CHANGELOG

FEATURES

SCREENSHOTS

TRAILER

HEROES

CREDITS


INFORMATION
Sunken City is a Dungeon Crawler map with RPG elements. The Player controls a hero and has to over come numerous puzzles, traps, quests, enemies and different bosses to reach the end. The game contains multiple different features that allow for advanced hero customization.

Recommended Players: Soloing is possible, but for better experience play with 2 or 3 players.
Gameplay Time: Between 3 and 6 hours depending on number of players and difficulty.
Amount of Heroes: 21
Maximum Level: 18



EasyNormalHardHellInsane
Enemy Handicap
100%
120%
150%
185%
230%
Enemy Bonus Damage
0%
30%
80%
130%
170%
Enemy Bonus Armor
0
3
5
7
10
Enemy Bonus Attack Speed
0%
15%
25%
35%
40%

EasyNormalHardHellInsane
Bonus Gold per Kill
0
0
1
1
2
Bonus XP
0%
0%
1%
3%
5%
Bonus Drop Chances
0%
10%
15%
20%
30%
Starting Gold
100
125
150
200
250

CHANGELOG

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Version 2.4.8f [Hotfix] [25.10.2021]
General Changes
  • Fixed a bug where few quest items were not present on the map.


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Version 2.4.8e [Hotfix] [23.10.2021]
General Changes
  • Heroic Mode no longer gives enemies chance to reduce incoming damage.
  • Heroic Mode's healing on enemy spellcasts now has 1,5% maximum health scaling instead of 2% of missing health.
  • Heroic Mode's healing on enemy spellcasts now has a different visual effect. The new effect should improve performance and reduce visual clutter.
  • Heroic Mode's Snake spawning downtime cooldown reduction now happens at levels 6 and 11 down from 6 and 12.
  • Heroic Mode's Snakes now get stronger at Hero Levels 4/6/9/12 down from 4/7/10/13.
  • Heroic Mode's Snakes now have 8/18/37/66/88 attack damage up from 7/16/34/60/80.
  • Heroic Mode's Snakes now have 0/2/3/4/6 armor up from 0 across all levels.
  • Heroic Mode's Nightmares no longer have a chance to spawn. Instead, their spawning now has a cooldown.
  • Fixed a bug where the <-random all> command would desync Player 2.

Classes
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Berserker
  • Regeneration's tooltip now states the correct amount of missing health scaling.
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Dragon Sentinel
  • Dragon Form's tooltip now states the correct amount of Health restored.
  • Fixed a bug where the Heart of Fire Talent was increasing the healing done by Dragon Strike's Dragonfire.
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Feral Druid
  • Fixed a bug where Survival Instincts' instant healing was scaling with Strength instead of Agility.
full
Monk
  • The learn tooltip of Power Strike now states the correct cooldown of the ability.
  • Zen Spirit's tooltip now states the correct amounts of Health and Mana restored.
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Necromancer
  • Fixed a bug where Skeletal Archers would have 1 more damage than Skeleton Warriors.
full
Paladin
  • Blessed Hammer now has a different visual effect when it hits an enemy. The new effect should improve performance and reduce visual clutter.
full
Rogue
  • Shadowstep now causes the Rogue to appear closer to its target. This is a 'shot in the dark' attempt to fix the desync issues with Rogue.
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Shaman
  • The base proc chance of Healing Stream Totem has been increased to 15% up from 10%.
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Siren
  • The tooltip of Level 1 Sea Elemental now states the correct amounts of attack damage and health of the summon.
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Tinker
  • Fixed a bug where Level 2/3/4 Minigun Sentires & Turrets had less health than intended.

Items
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Items

  • Fixed a bug where Earthshaper did not bind to player.
  • Fixed a bug where Eye of Discord's damage would not be AoE.
  • Fixed a bug where Bloodlord's Regalia didn't grant Primary Attribute.


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Version 2.4.8d [Hotfix] [07.09.2021]
General Changes
  • Devilsaurs can no longer be found sleeping.
  • The tooltip of Glyph of Renewal states the correct amount of base healing.

Classes
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Feral Druid
  • The Tauren Form effect of the Son of Ursoc Talent has been reworked.
  • The tooltip of Bear Form now states its correct amount of Agility scaling.
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Mage
  • The tooltip of Living Bomb now states its correct amount of Intelligence scaling.
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Warlock
  • Affliction Specialization now states the correct amount of base bonus damage for its Mastery effect.
  • Fixed a bug where the Felguards spawned by the Grimoire of Summoning would spawn with less health than intended.
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Windmaster
  • The Windmaster no longer loses vision range during Lightning Rush.

Items
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Items

  • Few droppable items have been reworked to address long standing bugs with them.
  • Droppable items with the Cyclone effect can now correctly target Lesser Creatures.
  • Fixed a bug where the Orb of Fire droppable item did not grant Intelligence.
  • Fixed a bug where the Sanguine Gaze droppable item would deal damage only to 1 enemy unit.
  • Fixed a bug where Scroll of Infinite Knowledge was not granting correct amount of Tomes.


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Version 2.4.8c [Hotfix] [28.08.2021]
General Changes
  • Minor terrain changes.
  • The cooldowns of Disenchant, Materialise and Transmute have been reduced to 2 seconds down from 5.
  • Fixed a bug where units owned by Player 4 would have 100% Evasion.
  • Fixed a bug where text messages would appear while using Glyph of Bloodthirt.
  • Fixed a bug where the base healing of Glyph of Renewal was lower than stated in the tooltip.

Classes
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Dragon Sentinel
  • The target range of Spirit Drakes from Destruction Specialization has been increased to 600 up from 550.
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Feral Druid
  • Fixed a bug where the Tauren Form effect of the Son of Ursoc Talent was not always working correctly.
full
Mage
  • Fixed a bug where the Fire Bomb Talent's base damage was scaling with the level of Living Bomb and not Magic Blast.
  • Fixed a bug where the Fire Bomb Talent was ticking twice per second instead of once per second.
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Monk
  • Fixed a bug where Zen Spirit would deal auto-attack damage from all possible source of damage.
full
Necromancer
  • Fixed a bug where the Final Service tooltip would not correctly display the increased health gain from Bosses.
  • Fixed a bug where Grim Scythe was consuming more health than intended with the Blood Sacrifice Talent.
full
Rogue
  • Vendetta now deals its accumulated damage as spell damage.
full
Shaman
  • Chain Lightning's tooltip now states its correct Intelligence scaling.
full
Siren
  • Fixed a bug where the secondary missile of Liquid Arrows fired by the Tidecaller Specialization was dealing less damage than intended.
  • The tooltip of Tidal Shot now states its correct damage and scaling values.
full
Tinker
  • Fixed a bug where Pocket Factory had higher Attack Damage scaling for Clockwerk Goblins than stated in the tooltip.
full
Warlock
  • Backdraft's tooltip now states its correct base damage amount.
  • Fixed a bug where Imps spawned by the Imposion Talent did not benefit from the Attack Damage scaling.
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Windmaster
  • The Soothing Wind Talent now better describes that all damage dealt is reduced by 30% at all times while equipped.
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Witch Doctor
  • Fixed a bug where damage dealt by Addiling Toad could benefit from certain Magical Type modifiers.

Items
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Items

  • Fixed a bug where Shadow Seal's bonus damage for summons was lower than stated in the tooltip.
  • Fixed a bug where Attack Damage scalings were not correctly affected by Dragonslayer's equip effect.
  • Fixed a bug where Scroll of Infinite Knowledge would not always spawn the correct amount of Tomes.


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Version 2.4.8b [Hotfix] [13.08.2021]
General Changes
  • Fixed a bug where Glyph of Bloodthirst did its healing twice.

Classes
full
Shaman
  • Fixed a bug where Flametongue Totem lasted for much longer than intended.
  • Fixed a bug where Flametongue Totem attacks could proc the Lava Burst of Fire Elementals.

Items
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Items

  • Mark of the Wild no longer grants a buff for its equip effect.
  • Fixed a bug where Thorim's Hand was dealing less damage than intended.
  • Eye of Discord now has an internal cooldown of 0,2 seconds.
  • Mok'nathal Vertment no longer states that it has an internal cooldown, but will continue to have it.
  • Fixed a bug where the Scarab Idol shop item was not providing its Primary Attribute.


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Version 2.4.8a [Hotfix] [09.08.2021]
General Changes
  • Fixed a bug where players would gain experience every time enemy units would fail their channeling spells.
  • Experience gain text messages would no longer appear at max level.
  • Fixed a bug where the Glyphs unit could die during the Cevius boss encounter.

Classes
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Demon Hunter
  • Soul Carve's description has been updated to reflect the changes from the last update.
  • Fixed a bug where Soul Carve's proc chance was higher for regular attacks instead of Critical Strikes instead of vice-versa.
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Feral Druid
  • Fixed a bug where Rake did not benefit from its maximum health scaling and had higher Attack Damage scaling than intended.
  • Fixed a bug where the Feral Druid did not benefirt from any Attack Damage scalings while in Bear Form.
full
Mage
  • Fixed a bug where the Supernova Talent was granting more bonus damage to Arcane Barrage than intended.
full
Necromancer
  • The tooltip of Teeth now states its correct Intelligence scaling.
  • Fixed a bug where the Teeth damage was increased when having the Blood Sacrifice Talent.
  • Fixed a bug where the Blood Sacrifice Talent's maximum health scaling was higher than intended.
full
Paladin
  • The tooltip of Holy Wrath now correctly also states its Strength scaling.
  • The tooltip of Righteous Fury now states its correct Strength and Intelligence scalings.
full
Shaman
  • Fixed a bug where Earth Shield was not receiving increased healing for each level of the ability.
  • Fixed a big where consecutive Stormfury Totems after the first one would not trigger Lesser Chain Lightning.
  • Fixed a big where consecutive Healing Stream Totems after the first one would not trigger Lesser Chain Heal.
full
Tinker
  • Fixed a bug where the Attack Damage scaling for Minigun Turrets was not doubled.
full
Warrior
  • Fixed a bug where the Mastery scaling of Arms Specialization was not working.
  • Fixed a bug where the Slaughterhouse Talent had lower scaling than intended.
full
Windmaster
  • Fixed a bug where the bonus damage added from the Piercing Gust Talent did not benefit from Windstorm-specific damage modifiers.
full
Witch Doctor
  • Fixed a bug where Vile Spiders spawned via the Vile Spider ability did not scale with the Witch Doctor's Armor.

Items
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Items

  • Fixed a bug where Thorim's Hand's Chain Lightnings would not occur for attacks that would occur almost simultaneously.
  • Fixed a bug where Dark Ranger's Longbow's Equip effect would not trigger for attacks generated through effects.
  • Fixed a bug where the Horn of the Skies droppable item did not reflect its base mana regeneration in the Mana Regeneration UI.


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Version 2.4.8. [25.07.2021]
Come and play with us in our Discord server! Join here.

General Changes
  • Map Description now states the average time required to complete the map.
  • The Loading Screen has been updated to Fullscreen and full HD and has received some graphical improvements.
  • The Intro Cinematic has been updated to use Fullscreen and full HD images.
  • Fixed a bug where ingame music was not looping during the game.
  • Healing Text can now only be seen by players that perform or receive the healing.
  • The Floating Text system has been reworked. Larger amounts of damage/healing are now more visible and last longer as opposed to lower amounts which are now smaller and disappear faster.
  • The Spell Damage Reduction granted by the summons ability Natural Resistance has been reduced to 35% down from 40%.
  • Primary Attribute no longer increases the damage dealt by summons.
  • Periodic Mana Regeneration has been added to the Stats UI.
  • Maximum level has been reduced to 15.
  • Experience gained in the later stages of the game has been reduced.
  • Critical Strike is now available in ESC Stats.
  • The Attribute Bonus ability has been reworked and now has 3 levels down from 4.
  • The Attribute Bonus ability now has a Level Skip Requirement of 4 up from 3.
  • While active, the <-damage on> command now shows spell damage taken by the hero in a distinct color.
  • The reward for the Rising Tide Challenge has been changed.
  • Minor terrain changes.
  • The Goblin Engineer quest giver now has a new model.
  • Late and End game creep camp unit distribution and varieities have been adjusted.
  • The Carrion Swarm enemy ability now deals less damage.
  • The Crushing Wave enemy ability now deals less damage.
  • The Torrent Wave enemy ability now deals less damage.
  • The Death Coil enemy ability now deals less damage.
  • The Shadow Coil enemy ability now deals less damage.
  • The Finger of Death enemy ability now deals less damage.
  • The Mindcurse Aura enemy ability now increases ability cooldowns by a multiplicative amount instead of by a flat amount.
  • Supreme Inquisitors now have the Mindcurse Aura ability.
  • Supreme Inquisitors no longer have the Chaos Touch ability.
  • Pit Lords now have the Charge ability.
  • Pit Lords no longer have the Rain of Fire ability.
  • Jailers now have the Chains of Torment ability.
  • Jailers no longer have the Hell Leash ability.
  • Skeletal Pirates now have the Death Coil ability.
  • Skeletal Pirates no longer have the Carrion Swarm ability.
  • The Flesh Golem has received more damage and health.
  • The Flesh Golem has the Attack Corruption ability instead of the War Stomp ability.
  • Fixed a bug where the act of taking Glyph of Animosity could interfere with certain other Glyph effects.
  • Fixed a bug where no experience would be gained from kills made by summoned units after their expiration timer had ended.

Classes
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Berserker
  • Skull Split has been adjusted to no longer deal spell damage, which was unintentional.
  • Fixed a bug where the Fury Specialization's Mastery provided 5% base Critical Strike bonus damage instead of the intended 10%.
full
Death Knight
  • Blood Presence is now a Healing Type effect.
  • The Ghouls spawned by the Army of the Dead Talent now gain Attack Damage equal to 25% of the Death Knight's Attack Damage instead of 25% of his Strength.
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Demon Hunter
  • The Chaos Blade Talent now increases the Attack Damage scaling of Throw Glaive by 25% down from 30%.
  • Soul Carve now has a 10% base proc chance for attacks.
  • Soul Carve now has 50% chance to proc on Critical Strikes down from 100%.
  • Soul Carve no longer increases the damage of Throw Glaive while in Metamorphosis.
  • Fixed a bug where the Infernal Force Talent was preventing Chaos Nova to proc for Fel Rush casts.
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Dragon Sentinel
  • The Scales of Life Talent now increases the effectiveness of Healing Type effects by 8% up from 5%, plus additional 1% for every 50 points of mana down from 75.
  • The cooldown of Burnout has been reduced to 6 seconds down from 8.
  • The cooldown of Blazing Shield has been reduced to 7 seconds down from 8.
  • The mana cost of Burnout has been reduced to 20 down from 25.
  • The mana cost of Dragon Strike has been reduced to 15/25/35/45 down from 15/30/45/60.
  • The mana cost of Lifebinder has been reduced to 15/30/45/60 down from 20/35/50/65.
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Druid
  • The Innervate Talent now restores mana equal to 2,5% of the healing done down from 3%.
  • The Innervate Talent's effect now works for overhealing.
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Feral Druid
  • Cat Form now reduces base attack cooldown by 0,3 seconds down from 0,4.
  • Swipe now deals 20% more damage to units whose health percentage is lower than the Feral Druid's Critical Strike chance down from 30%.
  • The Feral Frenzy Talent now grants 17% chance for Critical Strikes to proc Swipe down from 20%.
  • The Son of Ursoc Talent's Cat Form effect now has a cap of 25% Critical Strike chance.
  • Fixed a bug where the Razor Claws Talent was granting 20% chance for Swipe to deal damage as an auto-attack instead of the intended 15%.
  • Fixed a bug where the Attack Damage bonus of the Berserk Buff was not always applied towards Attack Damage scalings.
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Mage
  • Arcane Spell Mastery now grants spells 8% chance to reset their own cooldown up from 7%.
  • The cooldown of Arcane Barrage has been reduced to 5 seconds down from 8.
  • The mana cost of Arcane Barrage has been reduced to 25 mana down from 35.
  • The base damage of Arcane Barrage has been reduced to 30 down from 40.
  • The maximum mana scaling of Arcane Barrage has been reduced to 30% down from 35%.
  • Arcane Barrage now deals 30% more damage to enemies affected by positive buffs down from 50%.
  • The Arcane Brilliance Talent now always affects the Mage.
  • The Ice Block Talent restores heroes back to 50% health up from 25%.
  • The Supernova Talent now increases the damage of Arcane Barrage by 15%.
  • The Supernova Talent now causes Arcane Barrage to splash for 30% of its damage fown from 40%.
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Monk
  • The Strength and Agility scalings of Wrath of Xuen have been increased to 125% up from 100%.
  • The cooldown of Power Strike has been reduced to 5 seconds down from 6.
  • The base damage of Power Strike has been reduced to 70/125/180/235 down from 80/140/200/260.
  • The duration of the Power Strike buff has been reduced to 4 seconds down from 5.
  • The Attack Cooldown of Zen Spirit has been increased to 2,5 seconds up from 2 seconds.
  • The Tiger Spirit Talent reduces the Attack Cooldown of Zen Spirit to 1,8 seconds up from 1,4 seconds.
  • The Empowered Strike Talent now causes the Power Strike buff to stack once at 50% effectiveness down from 100%.
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Necromancer
  • The range of Grim Scythe has been increased 430 up from 350.
  • The cooldown of Grim Scythe has been reduced to 5 seconds down from 8.
  • The Intelligence scaling of Grim Scythe's active effect has been increased to 160% up from 125%.
  • The maximum health scaling of Grim Scythe's active effect has been reduced to 4% down from 5%.
  • The base damage of Grim Scythe's active effect has been increased to 50/120/190/260 up from 50/110/170/230.
  • The base damage of Grim Scythe's passive effect has been increased to 15/25/35/45 up from 10/20/30/40.
  • The Intelligence scaling of Grim Scythe's passive effect has been increased to 55% up from 35%.
  • The Intelligence scaling of Teeth has been increased to 80% up from 40%.
  • Final Service now provides 10 permanent health from boss deaths.
  • The Reaper of Souls Talent now consumes 0,2% of maximum mana down from 0,3%.
  • The Blood Sacrifice Talent has been reworked.
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Paladin
  • Retribution Specialization's effect has been changed.
  • The mana cost of Divine Protection has been reduced to 20 down from 30.
  • The mana cost of Holy Light has been reduced to 20/35/50/65 down from 20/40/60/80.
  • The mana cost of Crusader Strike has been reduced to 15/20/25/30 down from 15/25/35/45.
  • The mana cost of Blessed Hammer has been reduced to 5/10/15/20 down from 10/15/20/25.
  • Righteous Fury now requires 3 attacks to proc down from 4.
  • Righteous Fury's base damage has been reduced to 5 down from 30.
  • Righteous Fury now gains additional 25 damage per level of Crusader Strike.
  • The Strength and Intelligence scalings of Righteous Fury have been increased to 150% up from 100%.
  • The cooldown of Crusader Strike has been reduced to 5 seconds down from 7.
  • The Strength scaling of Crusader Strike has been increased to 275% up from 200%.
  • The base damage of Crusader Strike has been increased to 120/210/300/390 up from 100/180/260/340.
  • The proc chance of Crusader's Might Talent has been reduced to 25% down from 30%.
  • The Holy Wrath Talent no longer reduces the amount of required attacks for Righteous Fury to proc.
  • The Holy Wrath Talent now grants 60% attack speed down from 100%.
  • The Holy Wrath Talent now also causes attacks to cause damage.
  • The Divine Storm Talent's tooltip now correctly reflects its damage values of 20/40/60/80 damage with 120% Strength scaling instead of the previously incorrect values of 20/30/40/50 with 100% Strength scaling.
  • The Divine Storm Talent now has 120% Intelligence scaling.
  • The Blessing of Might Talent now grants additional 8% damage reduction and 25% Attack Speed up from 6% damage reduction and 20% Attack Speed.
  • The Sacred Touch Talent now reduces the cooldown of Holy Light by 1,2 seconds down from 1,5.
  • The healing done by Hammer of Justice Talent has been increased to 5/8/11/14 health up from 4/6/8/10 with 8% Intelligence scaling up from 7%.
  • The stun chance of the Hammer of Justice Talent has been reduced to 5% down from 6%.
  • The Bastion of Light Talent now increases the effectiveness of Healing Type effects by 18% up from 10%, increased to 25% while Ardent Defender is disabled up from 18%.
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Rogue
  • The passive effect of Fan of Knives now additionally restores 30/60/90/120 health to the Rogue and additional 10% of his maximum health.
  • Stealth's passive Evasion chance has been increased to 30% up from 25%.
  • The Subterfuge Talent now increases all damage by up to 18% scaling with current mana down from 20%.
  • The proc chance of the Hidden Blades Talent has been increased to 35% up from 20%.
  • The Sap Talent's downtime has been reduced to 12 seconds down from 20.
  • The Paranoia Talent now causes enemies affected by Vendetta to take damage equal to 40% of the Rogue's Attack Damage instead of 50% of his Agility.
  • Stealth's tooltip now states the correct duration of Ambush of 6 seconds.
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Shaman
  • Restoration Specialization's effect has been changed.
  • Enhancement Specialization's Mastery scaling has been increased to 0,8% up from 0,5%.
  • Chain Heal's maximum health scaling has been reduced to 18% down from 20%.
  • The cooldown of Chain Lightning has been reduced to 6 seconds down from 7.
  • The Intelligence scaling of Chain Lightning has been increased to 170% up from 150%.
  • Water Shield now regenerates 0,5% of maximum mana each second up from 0,4%. Tooltip was incorrectly stating 0,2%.
  • The Bloodlust Talent reduces base attack cooldown by 18% instead of increasing attack speed by 40%.
  • Fixed a bug where the Agility scaling for Water Shield's mana regeneration was not working.
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Siren
  • Liquid Arrows deals 10 additional damage per level of Tidal Shot up from 5.
  • The mana consumption of Liquid Arrows now increases by additional 1 point per level of Tidal Shot up from 0,75.
  • The Agility and Intelligence scalings of Liquid Arrows have been increased to 60% up from 50%.
  • The cooldown of Tidal Shot has been reduced to 5 seconds down from 6.
  • The duration of the Tidal Shot buff has been reduced to 3,5 seconds down from 4.
  • The base damage of Tidal Shot has been increased to 120/220/320/420 up from 90/200/310/420.
  • The Agility scaling of Tidal Shot has been increased to 280% up from 220%.
  • The Tidal Shot buff now increases the damage of Liquid Arrows by 15%/20%/25%/30% up from 10%/15%/20%/25%.
  • The cooldown of Stone Gaze has been reduced to 15 seconds down from 16.
  • The base damage of Stone Gaze has been increased to 90 up from 75.
  • The Agility scaling of Stone Gaze has been reduced to 145% down from 150%.
  • The Intelligence scaling of Stone Gaze has been reduced to 240% down from 250%.
  • The mana cost of Stone Gaze has been reduced to 40 down from 45.
  • The bounce attack of Sea Elementals now deals 65% of the initial attack damage down from 100%.
  • The mana cost of Sea Elemental has been reduced to 25/40/55/70 down from 30/50/70/90.
  • The base damage of Sea Elementals has been decreased to 18/28/38/48 down from 23/35/45/55.
  • The damage of Sea Elementals now scales with the Siren's Attack Damage.
  • The base health of Sea Elementals has been reduced to 200/450/700/950 down from 300/600/900/1200.
  • The health of Sea Elementals now scales with the Siren's maximum Mana.
  • Riptide's base instant healing has been increased to 90 up from 75.
  • Riptide's Agility scaling for its instant healing has been increased to 135% up from 100%.
  • Riptide's maximum health scaling for its instant healing has been increased to 12% up from 10%.
  • Riptide's instant healing is now 25% stronger on targets with Aquatic Flow down from 50%.
  • Riptide's base periodic healing has been increased to 10 up from 5.
  • The Gift of Neptulon Talent no longer increases the damage dealt by Sea Elementals scaling with Intelligence and instead increases their Attack Damage by amount scaling with Intelligence.
  • The Healing Waters Talent now has a base healing of 5.
  • The Healing Waters Talent no longers applies only to units affected by Aquatic Flow.
  • The Healing Waters Talent is now more effective on units affected by Aquatic Flow.
  • The Flow of the Ocean Talent now has 50% duration instead of 50% effectiveness.
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Tinker
  • The Engineer Specialization effect has been changed.
  • Clockwerk Goblins that spawn with bonus Armor via the Engineer Specialization's Mastery effect now show a visual effect.
  • The Inventor ability is now available to both Specializations.
  • The Mad Bomber ability has been removed. Its effect has been moved into the new Inventor ability.
  • The Inventor ability now has an active effect.
  • The ability of Clockwerk Goblins to deal damage upon death is now part of the Upgrade ability instead of the Inventor ability.
  • Upgrade no longer causes Clockwerk Goblins to spawn with increased attack damage.
  • The attack cooldown of Clockwerk Goblins has been increased to 1,20 up from 1,15.
  • The base damage of Clockwerk Goblins has been reduced to 3 down from 5.
  • Pocket Factory no longer spawns stronger Clockwerk Goblins scaling with Tinker's levels.
  • The damage of Clockwerk Goblins now scales with the Tinker's Attack Damage.
  • The health of Clockwerk Goblins now scales with the Tinker's maximum Health
  • The armor of Clockwerk Goblins now scales with the Tinker's Armor.
  • The damage of Minigun Turrets now scales with the Tinker's Attack Damage.
  • Throw Betty's base damage has been increased to 70 up from 60.
  • Throw Betty's Damage scaling has been increased to 160% up from 140%.
  • The Attack Damage scaling of Homing Missiles has been increased to 55% up from 35%.
  • The Strength scaling of Homing Missiles has been reduced to 25% down from 50%.
  • The mana cost of Pocket Factory has been reduced to 70 down from 100.
  • The mana cost of Throw Betty has been reduced to 25 down from 35.
  • The mana cost of Reinforce has been reduced to 25/35/45/55 down from 30/40/50/60.
  • The mana cost of Minigun Sentry has been reduced to 15/25/35/45 down from 20/35/50/65.
  • The cooldown of Homing Missiles has been increased to 5 seconds up from 4.
  • The Uberspanners Talent now has 25% chance to proc down from 100%.
  • The Uberspanners Talent now causes 15 spell damage up from 4, plus 60% of the damage dealt by the Clockwerk Attack up from 15%.
  • The Ion Grenade Talent now grants Throw Betty 25% maximum mana scaling up from 15%.
  • The Short Fuse Talent now reduces the cooldown of Throw Betty instead of increasing its damage.
  • Fixed a bug where the Short Fuse Talent was inflicing 10% of the Throw Betty damage to the Tinker instead of the intended 15%.
full
Warlock
  • Backdraft's proc chance for summons Critical Strikes has been reduced to 35% down from 100%.
  • Backdraft's proc chance for Warlock's Critical Strikes has been reduced to 50% down from 100%.
  • Backdraft's base damage has been increased to 30 up from 20.
  • Backdraft's Attack Damage scaling has been increased to 30% up from 25%.
  • The Cremation Talent now grants 5% Critical Strike down from 10%.
  • Havoc Aura now also grants 20% Attack Speed to the Warlock.
  • The attack damage granted by Demonwrath has been changed to 35%/40%/45%/50% from 30%/40%/50%/60%.
  • The attack cooldown of Felguards has been reduced to 1,50 down from 1,65.
  • The damage of Felguards has been increased to 18/26/38/50 up from 14/23/32/41.
  • The attack damage of Imps spawned by the Implosion Talent scale with the Warlock's Attack Damage.
  • The Eradication Talent now causes the Warlock's attacks to deal increased damage at all times, further increased against enemies affected by Haunt.
  • Fixed a bug where Wrathguards had higher stats than intended.
  • Fixed a bug where Felguards were unintentionally with bonus Attack Damage equal to 15% of the Warlock's Attack Damage.
full
Warrior
  • The Slaughterhouse Talent now increases the damage dealt by Critical Strikes by amount equal to 250% of Agility up from 150%.
  • Fixed a bug where the Weapons Master Talent was providing significantly higher than intended bonus for Arms Specialization.
full
Windmaster
  • Base Agility reduced to 26 down from 28.
  • Base Intelligence increased to 11 up from 10.
  • Base Strength increased to 13 up from 12.
  • The base damage of Windstorm has been reduced to 3 down from 5.
  • The per Hero Level bonus damage for Windstorm has been reduced to 7 down from 8.
  • Tornado's Passive effect now sends a Cyclone every 4th time Windstorm ticks up from every 3rd.
  • Tornado's attack range has been increased to 650 up from 400.
  • The mana cost of Tornado has been reduced to 24/36/48/60 down from 25/40/55/70.
  • The Stormbringer Talent no longer increases the damage dealt by Tornado's passive effect.
  • The Raging Storm Talent now increases the damage of Windstorm by 15% down from 20% and gives it 12% chance to proc an additional time down from 15%.
  • The Centripetal Force Talent now increases the damage of Tornado's active effect by 20% down from 30%.
  • The Soothing Wind Talent now restores 8 health plus 2% of the Windmaster's maximum health per second from 3 plus 5% of the Windmaster's maximum health.
  • The Illusions Talent now causes 30 damage plus 120% of Attack Damage and 50% of Agility instead of 35 damage plus 200% of Agility.
  • The Piercing Gust Talent attack damage scaling has been set to 15% from 30%. Important to note that the Talent used to deal this bonus damage per second, which would've translated to 12% per tick. This change essentially translates to the per-tick damage being increased to 15% up from 12%.
  • The Skyfury Talent has been reworked.
  • Fixed a bug where Tornado's passive effect was procing every 3rd time Windstorm deals area damage instead of the intended every 4 times.
full
Witch Doctor
  • The cooldown of Plague Toad has been increased to 5 seconds up from 4.
  • Cobras spawned by Ancient Ward now have Pierce attack instead of Chaos.
  • Fixed a bug where Spirit Vessel was not dealing damage to affected enemies when they were attacking.
  • Fixed a bug where Addling Toads did not benefit from summon damage modifiers.


Items
186388-albums6307-picture71865.jpg
Items

  • Fixed a bug with the shop system where purchasing an item after undoing a sell item action would cause the undone item to disappear.
  • A new droppable item has been added.
  • Several droppable items have been reworked.
  • A new Rare quality component item has been added to the shop.
  • A new item has been added to the shop: Earthshaper.
  • A new item has been added to the shop: Silent Messenger.
  • Forbidden Seal is now a Shadow Crystal item.
  • Serpent Staff is no longer a Shadow Crystal item.
  • The proc chance of Chromatic Hourglass has been reduced to 6% down from 7%.
  • The Primary Attribute scaling of Springheaven Wand has been increased to 140% up from 100%.
  • The damage dealt by Thorim's Hand now has 30% All Stats scaling up from 25%.
  • Belt of Ulduar now restores 0,07% of maximum mana whenever damage is dealt from any source down from 0,1%.
  • Belt of Ulduar's damage increasing effect is now 25% stronger for summons down from 50%.
  • Belt of Ulduar's now restores 100% more mana when summons deal the damage up from 25%.
  • Eye of Discord's Potency has been increased to 8 up from 6.
  • Eye of Discord's Pet Damage has been reduced to 10% down from 14%.
  • Eye of Discord's equip effect now deals 20 plus 60% of Primary Attribute up from 0 plus 50% of Primary Attriubte.
  • Eye of Discord's equip effect now has 40% chance to proc twice.
  • Springwater Totem's Springwater Aura now increases Attack Speed by 25% up from 20%.
  • Staff of Galactic Fury's Primary Attribute has been increased to 18 up from 14.
  • Staff of Galactic Fury's Mana has been increased to 120 up from 90.
  • Staff of Galactic Fury no longer grants Intelligence.
  • Staff of Galactic Fury's base Magical Type effectiveness bonus has been increased to 12% up from 8%.
  • Diamond Ring now grants 10% Haste.
  • Diamond Ring now grants 7 Mastery down from 10.
  • Diamond Ring no longer grants Mana Regeneration per 5 seconds.
  • Diamond Ring's equip effect has been increased to 30% up from 25%.
  • Bloodreaver Scythe now grants 180 Health down from 250.
  • Bloodreaver Scythe now grants 18 Damage up from 12.
  • Bloodreaver Scythe now causes units affected by Vampiric Aura to deal 15% more damage with auto-attack up from 12%.
  • Bloodreaver Scythe's equip effect is now 33% stronger for your own units instead of being 50% stronger for non-hero units.
  • Runesword now reduces damage taken by 15% while standing still for Heroes of all attributes.
  • Runesword now has an additional equip effect.
  • Greatstaff of Elune now restores mana equal to 2% of the healing done down from 2,5%.
  • Greatstaff of Elune's equip effect now works for overhealing.
  • Mok'Nathal Vestment's equip effect now cannot occur more than once every 0,2 seconds.
  • Blackwater Cutlass now restores mana equal to 5% of Attack Damage each second up from 3%.
  • Moon Scythe's healing now has 3,5% maximum mana scaling up from 3%.
  • Moon Scythe's healing is now halved for non-hero units.
  • The proc chance of Darkflayer has been reduced to 3% down from 3,5%.
  • The Attack Damage scaling of Darkflayer has been reduced to 200% down from 250%.
  • Darkflayer's effect can no longer occur more than once every 0,2 seconds.
  • Stormpike's first equip effect has been removed.
  • Stormpike now grants Attack and Movement Speed while its second equip effect is stacked 3 times.
  • Stormpike no longer grants Primary Atrribute.
  • Stormpike now grants Mastery.
  • The damage of Serpent Wards spawned by Serpent Staff has been increased to 36 up from 28.
  • The duration of Serpent Wards spawned by Serpent Staff has been reduced to 12 seconds down from 20.
  • Serpent Staff's equip effect now has 40% proc chance up from 35%.
  • Saberclaws' proc chance for summon attacks has been increased to 1% of the summon's maximum health up from 0,8%.
  • Saberclaws' proc chance for hero attacks has been increased to 50% up from 35%.
  • Saberclaws' Primary Attribute scaling for its equip effect has been increased to 150% up from 125%.
  • The visual effect of Eye of Discord's effect has been changed to adress visual clutter.
  • Skyfeather Crown's Spirit of Aviana now gains 4 damage per Hero Level up from 2.
  • Skyfeather Crown's Spirit of Aviana on-spellcast effect now scales with Hero Level instaed of Primary Attribute and Attack Damage.
  • Mok'nathal Vestment's equip effect no longer scales with the attacker's maximum health.
  • Mok'nathal Vestment's equip effect now has 150% Attack Damage scaling up from 60%.
  • Sunstrider Crown now has 20 base damage for it's equip effect when triggered by the item's Power.
  • Staff of Kil'jaeden now grants Potency instead of Mana.
  • Staff of Kil'jaeden now increases Physical Type effectiveness by 13% up from 10%.
  • Lightning Rod now increases Magical Type effectiveness by 13% up from 10%.
  • Scroll of Infinite Knowledge now spawns 2 tomes between levels 1-9 and 3 tomes between levels 10-15.
  • Scroll of Infinite Knowledge's cooldown has been reduced to 160 seconds down from 210.
  • Steel Cleaver has been renamed to Giant's Cleaver and has been reworked.
  • Dragonslayer has been reworked and is no longer a Physical Caster and Crit Relic.
  • Flask of Sands has been reworked.
  • Bloodlord's Regalia has been reworked.
  • Summons that are unselectable should now also benefit from Mark of the Wild's effects.
  • Fixed a bug where certain "quest" items could be sold at the Survivor Merchant.
  • War Drums now appears under the Attack Speed shop category.
  • Mechanical mace now appears under the Summons shop category.
  • The droppable item Gurubashi Warcrown's equip effect now works for overhealing.
  • The recipe components for Amplifying Bracers have been changed.
  • The recipe components for Scroll of Infinite Knowledge have been changed.
  • The recipe components for Skyfeather Crown have been changed.
  • The recipe components for The Brutalizer have been changed.
  • The recipe components for Eye of Discord have been changed.
  • The recipe components for Chromatic Hourglass have been changed.
  • Atiesh, Greatstaff of the Guardian now grants 20% increased damage for Magical Type effects up from 18%.
  • Atiesh, Greatstaff of the Guardian's second equip effect has been reworked. The new effect provides ~53% more cooldown reduction compared to the previous one.
  • Fixed a bug where the Chain Lightnings of Thorim's Hand did not benefit from Critical Strike modifiers.
  • Fixed a bug where the Fiery Hammer's droppable item equip effect did not benefit from Potency.
  • Fixed a bug where the equip effect of the Warlord's Battlemask droppable item did not work.
  • Fixed a bug where Packleader's Talisman was not correctly applying its Armor bonus to summons whose armor scales with the Hero's armor.
  • Fixed a bug where the Giantsbane droppable item was not affecting Attack Damage scaling effects.

Archives

FEATURES
  • Diverse Heroes: The 21 heroes in Sunken City possess different custom skills which are well presented in detailed tooltips.
  • Backpack System: In case your inventory is full, you are given a backpack with additional 6 slots where you can carry quest items or unused items for selling.
  • Stat System: Each level you are given the possibility to access the Skill Poitns Menu and gain access to secondary stats (non-Strength, Agility, Intelligence).
  • Item Interaction Systems: Sunken City gives the option to Disenchant items for stats or to Reforge unused lesser items to create better ones.
  • Chest System: There are many Chests scattered around the Sunken City. Opening them rewards you with a random item!
  • Quests: Embark quests that give you side objectives throughout the game!
  • Challenges: Complete difficult optional challenges for additional rewards.
  • Shop System: A simple and intuitive shop system makes it easier for players to navigate and purchase some of the many Sunken City shop items.
  • Rolling: Sunken City allows you to roll for items that suit everyone. Therefore you can avoid stealing.
  • Damage and Armor: Sunken City's gameplay is based around damaging the best target. By mouse-overing your damage and armor you will easiliy understand what's your best target!
  • Gold System: Players in Sunken City share the Gold gained by killing creeps!
  • Randomized Items: Each creature you kill has a chance of dropping one of the hundreds of items, contained in a scripted loot-table. In addition bosses have multiple drops, which add to the replayability.
  • Glyph System: A system that allows your hero to pick a combination of various Glyphs which add passive effects to your hero.
  • Talent System: Each hero has unique set of Talents that can amplify, modify, add or replace the existing hero abilities.

SCREENSHOTS

























TRAILER

HEROES

Intelligence HeroesStrength HeroesAgility Heroes

Shaman [1]
Druid [2]
Priest [3]
Mage [4]
Necromancer [5]
Warlock [6]
Witch Doctor [7]
Warrior [1]
Paladin [2]
Death Knight [3]
Monk [4]
Tidewarrior [5]
Dragon Sentinel [6]
Tinker [7]
Rogue [1]
Hunter [2]
Feral Druid [3]
Windmaster [4]
Berserker [5]
Demon Hunter [6]
Siren [7]

CREDITS

I would like to thank the following people:
Note:
There are many more resources that I used, but I can't find their creators. If you see your resource used in my map, please tell me and I will add you here.


Contents

Sunken City v2.4.8f (Map)

Reviews
Moderator: -Kobas- Contact: Visitor Message / Private Message! Date: 24-Dec-13 (14:27:40)Personal Comment:One of the most polished maps, of its type, that I had a chance to play. Beautiful terrain, nice story, well customized heroes and enemies...
Level 2
Joined
Apr 8, 2012
Messages
14
Got really bored after i got 10.000+ intelligence on the shaman character. The mage artefact is just too powerfull, 1 int for every kill...

Also, I tried "attempting" to use the queens scepter on every single spot on the map without anything ever happening...
 
Level 1
Joined
Jun 29, 2012
Messages
1
a little help please

I got stuck at some gate.. I found the leaver for it but it's locked inside a magic pen .. and I need a key to open it.. was looking for it for like 3 hours.. and still nothing.. I would appreciate some assistance. gate is in the North-Western part of the map.. and one more place I couldn't figure out .. located in the south eastern part of the map .. there is like a statues of a guard and a symbol on the ground like the ones used to combine legendary item for mage.. and it requires a password... what do I do there ? please help .. ty !!
 
Level 2
Joined
Jul 12, 2012
Messages
16
No switch?

Does this specific platform at the northern part of the map have a switch to bring it back down? Riplash just missed his ride thanks to the summoned murlocs disappearing before he could board lol.

midutt.jpg
 
Level 4
Joined
Apr 27, 2011
Messages
88
ALERT!!! !!!Sorry for my poor English!!!
Spasorc - your map is 10/10! it is totally epic like "Last Hope"!
The quest with Master's Chamber password is 10/10 too - but now i'm stucked with Queen's Scepter recipe - i know for sure that Tiara is needed but dunno what's more - m.b. globe of Azeroth. From the Recipe i read that Scepter is some kind of traveling device - therefore i suppose it is needed for reaching Temple Tablet. For sure i will check it)
But can you answer my three questions - i'm not asking about how to reach smthing -
1) Orb of light - is it needed in some quest? it is said that it was on the altar in treasure room.
2) Temple tablet W - with comment "within" - is it needed in some quest? (just yes-no plz if you can) )
3) Item that summons dragon - has some similarities in it's name as epic item in master's chamber - is it somehow needed in obtaining this epic item? (plz yes - no - i'm not asking HOW)

And the final thing i'd like to say - is the percent of dropping the axe +100 dmg and +100% from characteristics as dmg really low? in one game i've obtained two of them and it was really boring - too easy)
Oh, what a liar I am! I've got another question - Orkish Skeleton neer of the VOlcano in the start - decorate or not just decoration?)))

Anyway, man - THANK YOU FOR YOUR GREAT JOB!!!
 

SpasMaster

Hosted Project: SC
Level 22
Joined
Jan 29, 2010
Messages
1,955
Glad you like the map.

Answering your questions:
1.)Orb of Light isn't needed for anything.
2.)It isn't needed in any quest. It's message has a purpouse though.
3.)Item that summons Dragon has nothing to do with the Artifact in the room.

About the Axe with 100 damage. I played the game hundreds of times and it never dropped for me. You are one very lucky guy :D

About the Orc - It's a decoration. :)
 
Level 4
Joined
Apr 27, 2011
Messages
88
Thank you very much for your answers - the most interesting thing therefore is question 2)
And about Axe (as far as i remember Devastator or smth like that) - i obtained it in version 8.5 - maybe it makes some sense.
And can you please say - is there any quests that couldn't be done solo??

I hope you gonna update this map and remake smth as it was before - best dungeon map ever!
IMHO the final boss battle can be a bit more epic if his model can be changed - because the model of revenant is used for his minions too - but it's only my HO)
 

SpasMaster

Hosted Project: SC
Level 22
Joined
Jan 29, 2010
Messages
1,955
Thank you very much for your answers - the most interesting thing therefore is question 2)
And about Axe (as far as i remember Devastator or smth like that) - i obtained it in version 8.5 - maybe it makes some sense.
And can you please say - is there any quests that couldn't be done solo??

I hope you gonna update this map and remake smth as it was before - best dungeon map ever!
IMHO the final boss battle can be a bit more epic if his model can be changed - because the model of revenant is used for his minions too - but it's only my HO)

All quests can be done in solo.

I often update the map, but what do you want remade?

Indeed, the last boss can be better. I'll look into it.
 
Level 4
Joined
Apr 27, 2011
Messages
88
Oh I mean add - not remade something! Maybe add some quests that could be done only by each hero class - for example quest for shaman is only for shaman etc - i understand that it is a big work but I think it could make this map more interesting - different quests, different rewards - and as a reward an individual hero item. I played sunken city many times and still cant obtain red artifacts - maybe as a reward for some quest that can't be done with just @[email protected] you can receive some hints about them? anyway its just ideas and I understand that for them to be done a lot or hard work is required.
 
Level 2
Joined
Jul 12, 2012
Messages
16
Finally finished it solo with the Tidewarrior on my fourth try without any cheats. Took me a grand total of 9 hours, 3 of which were spent AFK on LAN mode just to get enough gold to buy first a Midas Cup and then assemble a Chaoseater lol.

Have to say this map's a real pleasant surprise for me after a 6-year hiatus from WarCraft. Easily one of the best I've played so far. Thank you spasorc for a wonderful experience!

A few suggestions:

1. Maybe you could make the troll headhunter hero you rescue from the cage invulnerable or a bit tougher, at least until he reaches the big gate. It's kinda weird when he still gets to speak in the cutscene upon reaching the big door even when he dies en route to the big gate, since the camera focuses on the floor where he's supposed to stand (which most likely will have creep corpses and/or loot drops, as if the camera were focusing on the corpses/drops instead).

2. A Boss Rush Mode would be nice, I think. Something like Belmont Mode in Castlevania: Symphony of the Night where the maps start with all the doors open, all bosses visible, and the players start with an increased level and a bigger amount of starting gold and shadow crystals.

3. I really wish you could continue making this map playable in single player mode. That includes making the switches operable by summons (especially in the level 4 optional dungeon, the only place I haven't been able to enter other than the Master's Chamber due to the switches not triggering no matter how many healing wards/summons I stack on them). Not all of us have the luxury of being able to play with friends all the time, and I'd like being able to save/load my game at my leisure. To compensate, maybe you could make an extremely harder version of the map if there is only one player detected.

Guess that'll be all for now. Off to replay the map with a different hero. Thank you once again for bringing us such a masterpiece!
 

SpasMaster

Hosted Project: SC
Level 22
Joined
Jan 29, 2010
Messages
1,955
@Staticman

Glad you like the map. I always went in the direction of the map NOT being soloable because it ruins the cooperative, teamplay element. It's up to you if you manage to be trickery and make clever usage of game items to proceed further. I would highly recommend to play in Garena for example. It's free and there are tons of players out there.

Just to remind you that there is a new version out - 8.7. Try it out! :)

C ya around.
 
Level 4
Joined
Apr 27, 2011
Messages
88
Playin' 8.7 with Avenger Hero - something strange with his spells - it is said that 1st has kd 7 sec and 3rd has kd 6 sec BUT real kd of first spell is faster than 3rd.

And during the fight vs Firelord I suppose that the doors to this location should be closed until the fight finished. But if Avenger throw axes to the door - they opens it for a second.
 
Last edited:
Level 2
Joined
Jul 12, 2012
Messages
16
Found a couple bugs on 8.7:

1. "Error message missing!" when trying to Pyroblast/Firebomb Doomguards and Felhounds summoned by the Restan boss after I double-freeze them with Ring of Frost and the Archmage's ultimate, even after the frost effect is long gone.

2. The Soulguard's recipe appears in the shop as "Purchase Ironwood Branch" instead of "Purchase Soulguard".
 
Level 2
Joined
Apr 8, 2012
Messages
14
Found 'nudder bug!

The death knight does not gain 2 permanent hp after each kill, instead he gets 2 permanent hp after each spellcast he does.
 
Level 3
Joined
Aug 21, 2009
Messages
74
Me and my friends encountered a fatal error at about 3 hours and 30 minutes of gameplay while escaping from slimes after bursting them down. THe third time we went inn, the tank died and me and the healer ran off, I gott stuck in something and casted my ultimate Arrow Rain and poof Fatall error... Atleast it was an amazing experience till then.
 

SpasMaster

Hosted Project: SC
Level 22
Joined
Jan 29, 2010
Messages
1,955
Me and my friends encountered a fatal error at about 3 hours and 30 minutes of gameplay while escaping from slimes after bursting them down. THe third time we went inn, the tank died and me and the healer ran off, I gott stuck in something and casted my ultimate Arrow Rain and poof Fatall error... Atleast it was an amazing experience till then.

How many times have you casted your ultimate before that? Was that the first time you cast it?
 
Level 2
Joined
Apr 8, 2012
Messages
14
wow dude, you totally fucked up the Atiesh, greatstaff of the guardian this time.
It does not give a 3% chance to get 1 int when using a skill, it gives 1 int every single spellcast. Hell, even the flametongue weapon from the shaman triggers it giving me infinite int.

Also, not sure if this is a bug but it damn sure is fucking anoying, in the level 4 dungeon where rekst is hiding, summons and other things do not trigger the pressure plates, making it impossible to proceed in the dungeon with 1 person.

Also, when entering the master chamber and activating the question mark portal, can u make the portal stay forever? last time it disappeared when I left it for like 5 seconds to sell stuff. quite a pitty, could have really used the scepter :eek:
 
Level 2
Joined
Jul 22, 2012
Messages
25
The boss are very easy if you arm yourself properly willzzp, a friend and i finished the map with 23 life ^_^
 
Level 6
Joined
Jan 26, 2012
Messages
238
Hello! It has been a long time since I played a good map,that's the reason for my review,just want to show my appreciation for your work.English isn't my first language but i hope you understand.

This is how I think you could make this map better:

-add more difficulty settings.Besides how many lives you have you can choose the difficulty of monsters ( attack speed,dmg,armor,hp...) than calculate the difficulty of the map. there should be 5 difficulties.(example)
1 life =10 godlike =10(this is monsters strength)
5 life =8 impossible =8
10 life =6 hard =6
15 life =4 normal =4
25 life =2 easy = 2

and now you calculate the map difficulty by summing up the points

easy =4-6 points
normal=8-10
hard=12-14
impossible=16-18
godlike= 20

Now you could add bonuses for each difficulty

easy=no bonus
normal=+5 stats book,starting item
hard=(disable cheats after normal) all of the above and bonus dungeon
impossible =all of the above and a new skill or class specific item
godlike=everything from above,new dungeon,other fun stuff + add the name of the players to the hall of fame if they complete this challenge

This would give people reasons to play on harder difficulties.

- add 2 lists for items. Instead of recipe 1 2 3... I would like to see the option of something like : survival items,damage dealing...this could make things easier. Many times i need an item for my tank and i just keep looking for it for to long

- write on items what you can craft with them.For example,when I get a divine hammer,i have to look at all items to see if it's useful to me.It would be cool to see something like
Divine hammer
+10 str
can be used in
-example 1 (recipes 1)
-example 3 (recipes 4)
than I will know if it's useful for me or my buddies


I will post more if I get other ideas,hope this helps ! thanks for a great map!
 

SpasMaster

Hosted Project: SC
Level 22
Joined
Jan 29, 2010
Messages
1,955
Hello! It has been a long time since I played a good map,that's the reason for my review,just want to show my appreciation for your work.English isn't my first language but i hope you understand.

This is how I think you could make this map better:

-add more difficulty settings.Besides how many lives you have you can choose the difficulty of monsters ( attack speed,dmg,armor,hp...) than calculate the difficulty of the map. there should be 5 difficulties.(example)
1 life =10 godlike =10(this is monsters strength)
5 life =8 impossible =8
10 life =6 hard =6
15 life =4 normal =4
25 life =2 easy = 2

and now you calculate the map difficulty by summing up the points

easy =4-6 points
normal=8-10
hard=12-14
impossible=16-18
godlike= 20

Now you could add bonuses for each difficulty

easy=no bonus
normal=+5 stats book,starting item
hard=(disable cheats after normal) all of the above and bonus dungeon
impossible =all of the above and a new skill or class specific item
godlike=everything from above,new dungeon,other fun stuff + add the name of the players to the hall of fame if they complete this challenge

This would give people reasons to play on harder difficulties.

- add 2 lists for items. Instead of recipe 1 2 3... I would like to see the option of something like : survival items,damage dealing...this could make things easier. Many times i need an item for my tank and i just keep looking for it for to long

- write on items what you can craft with them.For example,when I get a divine hammer,i have to look at all items to see if it's useful to me.It would be cool to see something like
Divine hammer
+10 str
can be used in
-example 1 (recipes 1)
-example 3 (recipes 4)
than I will know if it's useful for me or my buddies


I will post more if I get other ideas,hope this helps ! thanks for a great map!

Thanks for the review!

The suggestion with the difficulty is nice. I could do something like it in the near future. :thumbs_up:
 
Level 3
Joined
Oct 19, 2010
Messages
58
played it with 2 friends, was really a great map, but we think that some thinks are still missing, so i report to you the ideas we thought about

Ideas:

a Stats Screen, means actual HP reg, mana reg, attackspeed...and not your stats screen that only shows that u skilled(hope u understand what i mean)

agi based heroes are extremly underpowered in lategame, we testen 3 agi heroes till endgame, but thx to armor they make nealry 0 dmg, even tank with thornmail makes more dmg, maybe give them other dmg type or something that they are good even agains units with 20 armor

more classbased items like the warlock only item(dont know if there are more classitems, its the only we found), we even thought about some if u still dont have some and want ideas about it

the mage classes are really nice to begin with, like the nether wizard, poorly they are useless in endgame because enemies have over 8k hp and 1 spell makes only 500-800dmg(had netherwizard with 2760 mana, ulti was the only spell there u could see that it dmgs the enemy through hp bar), sad point=(

hope u can overlook some things, then this map would be great
 
Level 4
Joined
Apr 27, 2011
Messages
88
In this version master chamber's password was changed, wasn't it?
In my opinion Warlock's Golem is too weak in late (even in middle) especially vs Hydra's because they can consume him - suppose it is not so fair as far as it is a ultimate spell)
Can you please tell me if it is possible to combine Atal'ai items to some kind of set?
And is there any special use for Globe of Azeroth or it is just a single item?
 

SpasMaster

Hosted Project: SC
Level 22
Joined
Jan 29, 2010
Messages
1,955
In this version master chamber's password was changed, wasn't it?

It never changed.

In my opinion Warlock's Golem is too weak in late (even in middle) especially vs Hydra's because they can consume him - suppose it is not so fair as far as it is a ultimate spell)

Will get buffed.
Can you please tell me if it is possible to combine Atal'ai items to some kind of set?

Not possible.
And is there any special use for Globe of Azeroth or it is just a single item?

Simple Item.
 
Level 1
Joined
Jun 2, 2012
Messages
9
how r u guessing the passwords I still cant guess it if smone knows plz pm me.
Then new quest of killing the pitlord its excellent.

I dont know whether its intentional or not?
1. Can u limit the number of Zombies spawning after one kills Bordo the spawn like ne thing...... and if sm1 gets Atiesh and keeps of killing them (one can as they spawn 1by1 then its gg)?
2. The platform or switch (watever) doenot trigger if an infernal stands upon it(dungeon skeleton tomb). Is it intentional that it triggers only when a hero stands on it?
http://s18.postimage.org/axbj070mx/platform.jpg
3. Aszune bug-- thats funny after I died(am noob i know) this noob aszune ran straight to the 2nd orc base and cool she died by twrs lol
http://s18.postimage.org/vsxtbfwu1/Eszune.jpg
4. Atalai this noob serpent didnot attack me for some time is this due to easy mode?
http://s18.postimage.org/4h2ka3s3d/atalai.jpg
 

SpasMaster

Hosted Project: SC
Level 22
Joined
Jan 29, 2010
Messages
1,955
Can u limit the number of Zombies spawning after one kills Bordo the spawn like ne thing...... and if sm1 gets Atiesh and keeps of killing them (one can as they spawn 1by1 then its gg)?

Atiesh no longer works as before. Zombies can't be abused by it.
The platform or switch (watever) doenot trigger if an infernal stands upon it(dungeon skeleton tomb). Is it intentional that it triggers only when a hero stands on it?

That's intentional.
Aszune bug-- thats funny after I died(am noob i know) this noob aszune ran straight to the 2nd orc base and cool she died by twrs lol

No idea what causes that to happen.
Atalai this noob serpent didnot attack me for some time is this due to easy mode?

He got stuck because of your "Savage Strike" ability.


P.S. Playing with cheats is boring. I'll disable them very soon.

Anyway, thanks for review. +rep
 
Level 1
Joined
Jun 2, 2012
Messages
9
believe me spasorc it was not the savage strike. The screen shot was taken during the strike but before that he didnot attack stood like a noob.
 
Level 1
Joined
Aug 1, 2012
Messages
1
Maybe it was mentioned but priest's skill which heals and damages enemies doesn't work properly, it just heals but does not damage enemies.
 
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